Base Class: Wizard
Ever since you casted your very first cantrip, you've had a unique understanding of the arcane arts. Where scholars of the nature of magic spend centuries notating their findings, and discovering the secrets of the weave, you were instead born to understand these truths. Perhaps these pieces of knowledge haven't made you the strongest evoker, or a dastardly illusionist, but whenever magic is invoved, things just seem to click for you.
To your peers, you were simply lucky, maybe gifted. To your mentors, you were a miracle. But in reality, this natural attunment to the very nature of magic comes from your unique connection to a realm beyond our material understanding of the multiverse: the dreaming dark.
Scholaric Specialty
At second level, choose from one of the following school of magic: Conjuration, Divination, Illusion, Enchantment, or Transmutation.
The Gold and Time it takes to copy a spell from that school into your spellbook is halved.
When you reach higher levels in this class, you may gain another school of magic to specialize in from the above list. At 9th level you specialize in two schools, at 13th level you specialize in three schools, and at level 17 you specialize in four of the above schools. At 20th Level, you specialize in all five of the above schools.
Arcane Awareness
2nd-level feature
Your connection to the realm of the Quori offers you a deeper understanding of the Weave than most. You gain expertise in Inteligence (Arcana) Skill Checks
Psychic Talents
You have learned how to empower your natural Psychic abilites using the power of the weave. This power is represented by your Psionic Dice, which is a number of d6's equal to your spell attack modifier. You use these dice when you use a Psychic talent, which are detailed below.
Whenever you use a psychic talent, you expend the number of Psionic Dice specified in the talents description. You regain all expended Psionic Dice when you finish a long rest. In addition, you can also expend spell slots to recover a number of Psionic Dice equal to the spell slots level. You cannot then convert your Psionic die back to spell slots.
When you reach certain levels in this class, the size of your Psionic dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12).
Psyonic Casting. When casting a spell, you can use your Psionic die to ignore the verbal and somatic components of that spell. The number of die required equals one plus the spells level (cantrips are considered zero).
Empowered Mind Link. When using your Mind Link feature, you can expend one or more of your psionic dice to empower your connection in the following ways:
- The range of your mind link feature increases by a number of feet equal to the total value of the dice times ten.
- The number of creatures that you can link with increases by the total value of the dice.
Visions of Dal Quor. When casting a leveled spell that does damage to a single target, you can expend a number of Psionic Dice equal to the spells level to force the target to make a wisdom save against your Spell Save DC. On a failed save, the target takes additional psychic damage equal to the total rolled by the Psionic Dice used, and gain the frightened condition. This condition ends at the end of the creatures turn.
Empathic Evocation. As a reaction after taking damage from a creature, if the creature is within the range of your mind link feature, you can expend your psionic dice to force the attacking creature to endure some of the pain that you felt. The Target makes a wisdom saving throw against your spell save DC. If they fail, the target takes psychic damage equal to your wisdom modifier plus the total rolled by the number of psionic dice you chose to expend. If the creature succeeds on the save, they instead take only half of this damage.
The number of Psychic dice you can expend with this feature must not have a total capable of exceeding the damage you took. For example, if you take 13 damage, and the size of your psionic die is a d6, you can choose to expend either one or two dice, but may not choose to use three or more.
Secrets of the Slumbering
6th-level feature
Your connection to the realm of dreams and nightmares gives you special insight about the experiences and talents of those around you. You gain the following new ways to use your Psichic talents.
Internal Insight: While you are mind linked with a creature, you gain a bonus to insight checks equal to your inteligence modifier. In addition, when making a skill check against the linked creature, you may expend one Psionic die and add the number rolled to the skill check. If this causes te check to succeed, you expend the Psionic die. You may only use this feature when performing the following skills: Deception, Insight, Intimidation, Perception, or Persuasion.
Retrieved or Exchanged Mastery (R.E.M). As an action, while you are mind linked with a creature, you can expend one Psionic die to adopt the memories and mastery of that creatures skills, or instantly teach them the nuances of the skills that you know. Choose one proficency (Skill, Vehicle, Language, Tool, or Instrument) that either you or the linked creature possess. The unproficent creature (either you or the target) then gains proficency in that thing for a number of hours equal to the result rolled. If the linked creature is hostile towards you or your allies, or is otherwise unwilling to share these memories, they make a saving throw using the ability referenced against your spell save DC (Languages are INT saves, Tools and Vehicles are WIS saves unless otherwise stated by the tools description, and Instruments are CHA saves).
Forgotten Folklore. As an action, you can attempt to temporarily scramble the memories of a creature by expending a Psionic Die. The target must make a wisdom saving throw against your spell save DC. If the target fails, you can either choose to have the creature forget their proficency in a given thing (Skill, Vehicle, Tool, or Instrument), or you can wipe their recent memory for a certain duration of time. The amount of time is a number of minutes equal to your proficency bonus times the result of the die.
Arcane Alignment
10th-level feature
Your awareness of the Arcane Weave becomes second nature to you, allowing you a much more intimate understanding of the magic you come across. you gain the following benefits:
- You gain an additional sense called "Passive Arcana". This is equal to 10 plus your arcana skill modifier. This sense makes you keenly aware of any magic around you, and has a range equal to half of the range of your mind link feature.
- When you succeed on an arcana check, you learn if the nature of the magical aura is Arcane, Divine, or Natural.
- You always have the following spells prepared: Detect Magic, Identify, and See Invisibility. These spells do not count against the number of spells you can have prepared. In addition, you can cast any of these spells as a ritual, which only takes 1 minute for you. The range of these spells also increases to half the range of your mind link feature.
- As a bonus action, you can gain true sight with a range equal to half the range of your mind link feature. This effect lasts for 10 minutes. You may not use this feature again until you have completed a short or long rest. or may do so instantly by expending two of your Psionic dice.
Prodigy of Light
14th-level Feature
You connection to your Quori spirit is so strong, it penetrates the weave directly. This connection can be expressed in several ways, each determined by the schools of magic you specialized in throughout taking this subclass. The way in which you do so is detailed below. After using any of the below features, you gain two levels of exhaustion. You may not use this feature again until you finish 1d6 long rests.
Summon Spirit (Conjuration). As an action, you can summon your Quori spirit. Your spirit acts directly after your turn, and you control the actions that they take. While summoned, you and your Quori spirit both experience the same sensations as they happen to both of you. Should your quori spirit take damage, you also take the same damage as psychic damage (which is then halved due to your resistance) and vice versa. Your Quori spirit remains summoned for one minute, or until either you or your spirit fall unconsious.
Revelations of Dal Quor (Divination). As an action, you gain the sight of your Quori spirit, offering you an impossible knowledge of the past, present, and future. For 10 minutes, you gain the following benefits.
- You add your inteligence modifier to your Armor Class.
- You can add your Arcana score to any skill checks you perform, and can substitute any saving throw you make with an inteligence saving throw.
- You can cast any divination spell (from any class) below level five at will, ignoring verbal, somatic, or material components. You may choose to expend a spell slot to cast divinations spells that are higher than forth level.
- You gain access to every spell from the wizard spell list, and treat them as if they are prepared. the spell must be at a level in which you can cast, and spell components are still applicable.
- While mind linked, you can use your action to make your allies aware of what will occur in the immediate future. Any creature you are linked with has advange on all skill checks, attack rolls, and saving throws. This benefit lasts until the start of your next turn.
Lucid Visions (Illusion). Using your Quori's power within the realm of dreams, you can craft a dream for others to get lost in. As an action, all creatures within a radius equal to the range of your mind link feature must make a wisdom saving throw against your spell save DC (any creature may choose to fail the save). If a creature fails, their minds become trapped in an illusiory "dream" of your design. you command every aspect of this reality, essenially temporarily becoming the Dungeon Master. To the perception of anyone trapped inside the dream, the dream can last as long as a full day. however, this effect only lasts until the start of your next turn.
In addition, when a creature of your choice fails the save, they take 8d6 Psychic Damage. While in the dream, you dictate how this damage would be experienced, and what damage types the creature thinks they are being affected by.
Outside of the dream, in the real world, each creature who fails is incapacitated, unconsious, and falls prone. If the body of anyone inhabiting the dream is disturbed while they are trapped inside the illusion, they are immediatly awoken, and removed from the dream.
At the beggining of your next turn, all creatures of your choice who were affected by the illusion must make an Inteligence saving throw against your spell save DC. if the creature fail, they become frightened or charmed by you (your choice) for one hour. At the end of each of their turns, they may repeat the save.
Sans Self (Enchantment). You adopt your Quori's natural ability to possess others. Choose a humanoid that you can see within the range of your mind link feature. The target makes a wisdom saving throw against your spell save DC, and does so with advange if you or your allies are currently fighting them. If the target succeeds, this ability fails, and cannot be used against that target for 24 hours. You also take a level of exhaustion, but can still use any of the other options listed, or attempt this feature again against a different target.
However, if the target fails their saving throw, they are immediately incapacitated, and lose control over their body. Your body disapears, and all objects that were being worn or carried by you fall to the ground. You now control their body, but the target isn't deprived of its awareness. While you control the targets body, their mental ability scores are replaced with yours, and you use their physical scores. You also cannot directly be targeted by any attack, spell, or other effect. You do not inherently gain any of the hosts knowledge, proficencies, class features, or abilities, but can probe for this information using other abilities found in this subclass.
This posession ends when the hosts body drops to zero hit points, or you end the effect using a bonus action, or this effect is somehow otherwise dispelled. When the posession ends, your body reappears within five feet of the former host. Once the posession ends, the host is immune to posession for 24 hours.
Daydreamer / True Form (Transmutation). You and your Quori combine, finally reuniting the two halves into one whole. for ten minutes, you gain the following benefits:
- You Gain a Fly Speed of 60 ft, and do not provoke opportunity attacks when leaving a creatures attack range.
- You gain an additional 8D10 temporary hit points.
- Your ability scores are modified to be the following: STR 12, DEX 21, CON 18, INT 25, WIS 24, CHA 23.
- You gain proficency in all Mental Saving throws.
- You gain resistance in the following damage types: Cold, Necrotic, Poison, Bludgeoning, Piercing, and Slashing from Nonmagical Attacks.
- You are immune to the following conditions: Blinded, Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained.
- You Gain Truesight at a range equal to the range of your Mind Link feature
- You Understand all written and spoken languages.
- You cannot be supprised while you are not incapacitated.
- You can move through other creatures and objects as through they were difficult terrain. you take 1d10 force damage if you end your turn inside of an object.
- You have advantage on saving throws against spells and other magical effects.
- As an action, when you cast a cantrip that targets one creature, you can cast that cantrip three times.
- You can cast the following spells at will: Charm Person, Detect Thoughts, Suggestion, Fear, Confusion, Dominate person, Eyebite
- As a bonus action, you can pass into the realm of Dal Quor, or pass from Dal Quor back to the material plane.
- As a reaction to taking damage from a creature you can see within the range of your mind link, you can force that creature to succeed on a DC 21 inteligence saving throw or take psychic damage equal to two of your Psionic Dice.
Comments